Exemple #1
0
            public override void Setup()
            {
                Data.IntRange waitRange = PatienceData.Instance.waitForFood;
                action.group.Patience.Run(UnityEngine.Random.Range(waitRange.min, waitRange.max));

                action.currentIcon             = Instantiate(StatusIconLibrary.Get().iconFood, StatusIconLibrary.Get().mainCanvas.transform);
                action.currentIcon.StopOverlap = true;
                action.currentIcon.Follow(action.gameObject);
                action.currentIcon.SetPatience(action.group.Patience);
            }
Exemple #2
0
        public void AddOrder(Order order)
        {
            if (!PhotonNetwork.isMasterClient)
            {
                return;
            }

            orders.Add(order);

            //TODO: Implement Chef and remove this part
            Data.IntRange timeRange = TimingData.Instance.timeToMakeFood;
            order.timeToCreate = UnityEngine.Random.Range(timeRange.min, timeRange.max);
        }
            public override void Setup()
            {
                if (action.photonView.isMine)
                {
                    Data.IntRange waitRange = PatienceData.Instance.waitPayBill;
                    action.group.Patience.Run(UnityEngine.Random.Range(waitRange.min, waitRange.max));
                }

                action.icon             = Instantiate(StatusIconLibrary.Get().iconMoney, StatusIconLibrary.Get().mainCanvas.transform);
                action.icon.StopOverlap = true;
                action.icon.Follow(action.gameObject);
                action.icon.SetPatience(action.group.Patience);
            }
            public override void Setup()
            {
                //Enter the queue
                if (action.photonView.isMine)
                {
                    action.queue.EnterQueue(action.group);

                    Data.IntRange waitRange = PatienceData.Instance.waitForTable;
                    action.group.Patience.Run(UnityEngine.Random.Range(waitRange.min, waitRange.max));
                }

                action.currentIcon = Instantiate(StatusIconLibrary.Get().iconTable, StatusIconLibrary.Get().mainCanvas.transform);
                action.currentIcon.Follow(action.gameObject);
                action.currentIcon.SetPatience(action.group.Patience);
            }
 public override void Setup()
 {
     Data.IntRange timeRange = TimingData.Instance.timeToEat;
     action.eatTime = UnityEngine.Random.Range(timeRange.min, timeRange.max);
 }